WelCon Well-made K-Content

GXG 2026 in Pangyo and Enter-Tech GES Seoul 2026 at the DDP

  • Type

    Events and Conferences

  • Genre

    Broadcasting

    Music

    Comics/Webtoons

    Animation

    Character/Licensing

    New Technologies

    Game

    Fashion

    Other

Detail

GXG 2026 Draws About 43,000 Visitors in Pangyo


Seongnam City's game culture festival combined concerts, cosplay and competition finals with an indie showcase and export consultations.


Key Issues

• Two days around Pangyo Station: The festival ran September 11–12, hosted by Seongnam City and organized by the Seongnam Industry Promotion Agency and the Game Culture Foundation. Bands of game-industry workers busked the night before.

• Music and cosplay on the main stage: Dynamic Duo opened the festival on September 11, followed by the finals of The 3rd GXG SOUND TRACK, a game music competition. September 12 brought cosplay dance finals and the GXG Gala Concert.

• Play zones and a business track: The GXG Play Lounge offered console games, a costume zone let visitors dress as game characters and a stamp rally linked the zones. IndieCraft 2026 and K-game export consultations were held on site.



Enter-Tech & GES Seoul 2026 Merges K-Pop and Games


Seoul's first combined entertainment-tech and game event paired VR and AI experiences with a K-pop showcase and a content market.


Key Issues

• Four days across the DDP area: Hosted by the Seoul Metropolitan Government, the event ran September 17–20 at Dongdaemun Design Plaza and nearby venues, with free admission. FIFTY FIFTY was the promotional ambassador for Enter-Tech Seoul.

• K-pop and games through VR and AI: Visitors could watch SM Entertainment artists in 360-degree VR, create an idol character and debut song, and generate music with AI. Games that reimagine Seoul landmarks with AI were also on display.

• A market beside the festival: Eight emerging acts from small and midsize Seoul agencies performed at a September 19 showcase and met overseas promoters. The SPP International Content Market ran September 17–18 with over 870 firms.


※ For more detailed information, please see the attached file (PDF).

Source
GameMeca, Inven, Kyunghyang Games, ZDNet Korea, SBS News, Seoul Metropolitan Government